Avatar

Dwinchester

Dwinchester

About

Username
Dwinchester
Joined
Visits
0
Last Active
—

Comments

  • @DwightOP said:

    The past few days I was only versing players on a very high caliber. 4000+ hrs only, sweaty loadouts (play2win) etc

    Previously I was getting these sweats aswell but not ALL the time, I had a few under 1000k hrs players or even fresh red rank babys.

    Ngl, I thought MMR might bring balanced matches but it's actually becoming really stressful to have strong opponents aaaaalll the time. I want to have some chill matches in between.

    Happens to me for both killer and survivor.

    This is what I've been griping about for 6 months. These chuckleheads come on here, talking about easy matches and how you rarely face strong teams. Meanwhile, I get nothing but sweat lords with thousands of hours in the game.

    Just out of curiosity, where are you from? I am from Texas, but I get booted to the south American servers a lot, which is where the strong survivors lurk.

  • @Sonzaishinai said:

    The problem is that survivors suddenly think that defending generators is the killer objective

    It's not. The objective is sacrificing survivors. Killers have not lost when the last generator is completed.

    If i choose to focus completing that objective in the late part of the game that doesn't mean i "failed"

    I never use Noed cause it's too inconsistent, but people qho say it rewards failure are just plain dead wrong

    The problem people have with noed is that it punishes stupid play. Say 4 people are alive after the gens are done, and one goes on the hook. The killer is likely to camp that one hooked survivor.

    The other three heal up, 99 the gates, then hookbomb, hoping to save with bt and body block all the way to the exits. They will then teabag and abuse the killer in chat.

    Noed denies them this hero moment that they so very much desire. They either have to leave, or give the killer more kills.

    They can't see that the game is already heavily slanted in their favor, both with objective times and perk strength.

  • @Brightened said:

    Why are there lockers next to windows. DEVS why TF do you hate us? Why when I go to run away from already speedy killers and use a window... does my dumb character jump into a locker?! How irritating.

    Same reason why killer can't pick up a survivor while looking at a locker or window, in a game where the only counter to flashlights is looking at a wall. Call it developers that don't want to give you advanced control and graphics options.

  • @LetsPlayTogether said:

    Learn to play killer properly. Issue solved. I dont understand why so many killer players dont want to learn how to play properly and instead just ruin other players experience. Its not that hard.

    Because its impossible to play "properly" and have a chance at winning against a competent team. There are too many map resources and too little time. Camping, tunneling, and slugging is your only chance.

  • Bhvr doesn't think this is common enough to warrant fixing. But yeah, if you get a 4 man running ds, unbreakable, dead hard, soul guard, breakout, sabo boxes, and borrowed time, you're going to have a real bad day.

    Try slugging, if that doesn't work, afk in a corner until they've finished gens. Can't bully if you don't play, make it boring for them.

  • @xxDeathwishDW said:

    I just played the game for 3 weeks, I learned everything but still didn't understand that big toxicity. There's always a toxic person in every match, teabagging, flash spamming is eveywhere, there is also a guide called "How to be a toxic survivor on DBD?" Why? Why so toxic man? And whose fault is that? I reported at least 5 person who has toxic behaviour, none of them banned I think. Whose fault is that?

    The devs want the game to be frustrating, to keep you coming back. Then the streamers get viewers by being toxic. Since people have no imagination, they copy their favorite build and tactics.

    Look at how many try to emulate Aryun, noob, monto, and satt.

  • The problem with the 5th perk slot is that the killer perks are nowhere near as strong as survivor perks. So for survivor, they will have ds, unbreakable, dead hard, soul guard, spine chill. The synergy of that is insane. Now for killer, you add what? Thanataphobia? Dying light? There's really nothing universally powerful enough to balance it. You would need something major, like a 10% base move speed increase or a non hex version of old ruin.

  • @FootMan2893 said:

    4 man SWF brings a sweat squad with DS's, BT's, a prove thyself/leader, toolboxes, and an Object. 3 gen rushers and a decoy that attempted to loop me.

    "This is why killers are bad man. Why do you have to be sweaty and facecamp when we were just playing for fun and dicking around. Obviously we were just trying to suicide the hook for the lols. If we really wanted to win we'd have finished the game easily.It's impossible to just have fun nowadays because of people like you."

    Another example was a 4 man SWF with 3 flashlights and a sabo jake trying to go bully mode but got outplayed by Lightborn. Claimed "Lol not even grouped together", checked their profiles which proved otherwise. Survivors are a joke.

    The sweaty swf are so used to winning that they have to make every excuse when they lose. The saltiest survivors are always the ones running meta perks and playing toxic.

  • I can say the same on killer side. Whole lot of gen rushing.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1381472#Comment_1381472

    Really? I always feel like there's a million hooks there :p.

    If the hook in the courtyard goes, you're pretty much out of luck.

  • Tell that to the new map. I've lost three survivors to wiggle because of the damned hook placement.

  • Probably the pallet save that annoyed him. Flashlights will get you tunneled faster than anything in my games. It's a bs item and I hate them. I know there are counters, but I will still tunnel you if you get a save.

  • Hag, wraith, and doc are my best. I'm pretty good with huntress too. Nurse and Billy are my worst.

  • @Zwergz112 said:

    Is there anything specific? Someone running Object Of Obsession, that one P3 Claudette flashlight clicking at you, someone wearing the Lisa skin (that's a thing now apparently) or someone with "toxic" in there name? Anything that makes you go to any lengths to make sure they die no matter what.

    A key or need will make me tunnel. If I am down to 2 gens with no one dead, I will tunnel you out to have a chance.

  • @coffeegirl said:

    Maybe my question is dumb, i'm a new french player (since 2 weeks,ranked 10), and people are complaining all the time about toxic survivors.

    I have my idea but i'm curious.

    Toxic comes in many flavors. Teabagging, flashlight clicking, using a build specifically designed to bully the killer, hanging around the exit gates till the last second in order to gloat, bad manners in the post game chat.

    @BigTimeGamer said:

    according to the forums and subreddit, its anyone who doesnt run in a straight line or plays with friends

    Normal people who play with friends are fine. People that abuse swf to gain an unfair advantage or bully the killer are the problem.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375040#Comment_1375040

    This is complete horse #########. LOL the vast majority of Killer matches I play these days and actually kill people, I 4k. I never camp/tunnel anyone. All too often I have teams on death hook 2-3 gens in. And unless I am doing it for a daily, I usually don't kill anyone and challenge myself to pip by meeting every other emblem objective...and I don't have issues pipping this way either. The only time I even get challenged or have to really work for it is if I get a coordinated SWF group - and those are the least frequent type of group you get. This game has literally never been less survivor sided, and never been easier for Killers in its history than it is right now.

    Ah yes, there's always that one guy who destroys red rank swf with basekit clown, 3 hooking everyone and pressuring all gens at the same time.

    I will tell you what I tell everyone else like you. Vpn to the Sao Paulo servers and play at 1am cst, please provide video evidence of your destruction.

  • @Misann0830 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375040#Comment_1375040

    I love your name. But I don't think that survivors have the upper hand. I understand the SWF #########, it's happened to me while playing as a killer. I however, don't play like a dick when I'm a survivor either. I know I can't speak for everyone, I know survivors can be dicks too. But someone on here said that everyone should just playing like dicks and I agree. If we all stop being ######### and stop taking out what the devs do on each other in frustration, the whole game would be better.

    Thanks. I'm a huge supernatural fan and would love to see a chapter in dbd.

    Even the elite killers like umbra, otz, and tru3 agree that survivors have the upper hand when played on equal skill to the killer. I think matchmaking is the biggest dick factor right now, killers are getting frustrated and doing whatever it takes. Had a guy one hook mori camping as deathslinger earlier, that about as toxic as it gets.

  • @johnmwarner said:

    I mean to be fair we should be nice to everyone, but especially when it comes to new or low low rank players. As a red survivor if you get a rank 14-20 killer you know it almost immediately... just be chill with them. I’m not saying let them win, but don’t go so try hard that you need to pallet stun and chain blind them over and over. And when you’re done with gens just open the gate and leave, don’t draw the game out teabagging at the exit. I go so far if the killer gets maybe 0-3 hooks all game that I actually hang around and let him kill me without making it obvious.

    As a red killer if the survivors seem like they have no looping or basic fundamentals don’t slug and get the 5 gen 4k in like two minutes. Hook a couple and then wander off, let them desert and do it again. After you get some hooks and they get some altruism then shut it down.

    We need more players. The game is overwhelming at the starts now with 20 killers and almspst 100 perks on each side.

    If only this game had a dev team that wouldn't let matchmaking be broken for 6 months, this attitude wouldn't be necessary.

    That said, yeah, I am nice to the new players. If I ran a new killer hard, I apologise and give tips on playing better. If I am playing against a team that clearly doesn't have a snowballs chance in hell, I will let them get as many points as possible, and give hatch.

  • @PaintedDeath said:

    The only thing I see is a bunch of finger pointing from survivors to killers and vice versa.

    I play with a "don't be a dick" attitude, and I feel it works out pretty well. I don't tunnel people, if I happen to hook someone twice really quick into the game I will just leave them on the floor, so they are still not repairing gens, a team mate has to stop repairing gens to help them, and no one feels cheated. I can't loop that well, but I will say that survivors who just loop and loop and loop just to kill time are kinda dicks. The killer is supposed to be a punishment for having gotten caught, and just looping him constantly after a fair amount of time is dickish. We are all here to have fun and play a fair game, and being a dick to the other person isn't a good look.

    And I get it it, its the internet. People are dicks on the internet, and if you are a person who does these kind of things and you just shrug your shoulders at it, maybe consider that you don't have to be a dick? I mean, you could play like not a dick, and give everyone a good ol time. You don't HAVE to be a dick.

    Maybe all the toxicity everyone feels is killing the game should be shouldered by the actual community, and we all just agree to stop playing like dicks?

    My dick levels are reactionary to how the survivors are playing. I've been getting matches here lately where the survivors are woefully outmatched, and I play extremely nice. Free unhooks, no tunneling, giving the last guy hatch, even farming a little before starting the massacre again.

    Now if I'm getting gen rushed, or they're splitting up well, or if i get the sluntest whiff of toxicity, I will do whatever it takes to win, including tunneling and camping.

  • @Misann0830 said:

    It was an issue before, but it seems that, especially in the last week or so, it has gotten way out of hand. I main survivor but I play as a killer, too and no matter what, I try to play fair. Camping and tunneling isn't playing fair at all. In fact, I see it as cheating. If you cannot get sacrifices without playing fairly, then you shouldn't be playing at all. I've been saving screen shots and gameplay of anyone using these tactics and I'm seriously considering putting everyone on blast.

    Anyone trying to defend these tactics is just as guilty. I don't care what you say, it's unfair and uncalled for.

    Let's be clear here, survivors have the advantage in this game. Against even an average team, you can't play fair and win, there just isn't enough time to win 24 chases. The killer community warned people that scummy play would happen if the ruin nerf went through, they weren't bluffing.

    I get that it's frustrating, but getting a swf bully squad, running every 2nd chance perk in the game, plus purple flashlights with odd bulb is 10 times worse.

    As a rank 10 killer, you have no earthly idea what it's like to play strong survivors, so it's easy to sit back and judge. Once you've gone against 15k hour team, or lose in 5 minutes flat to a gen rush squad, or bullied to the point of just standing in the corner, then you can judge.

    So yeah, my best advice is to main killer till you reach red ranks, then you might understand why so many play this way.

  • Underrated killer imo. You either cleanse and give her a ranged attack, or stay sick and have an Insta down. Two issues, not many blood points and so very difficult to get a pip. 4k brutal is common with her.

  • Yeah, had this one guy giving me hell all game, couldn't figure out why, until he used dead hard twice in the same chase. Confronted him about it and of course he was a God that was walking through a non stop chase.

  • @ACTIV3_GNASHER said:

    My stats don't matter, but I understand that some people believe you have to be the best ranks to be able to give a valid opinion, I am a red rank survivor and killer. I play both, I don't particularly main anything. I just play everything. From reading the forums and playing the game, I feel like as a community we can probably come to an agreement that face camping is amongst the most annoying strategies to come across as a survivor. But it does have it's place at certain times during the match, such as when all the gens are done and the exit doors are open, you only have one hook any that's the only pressure you have, you can't leave the hook otherwise you're throwing away a chance at a single kill or potentially recovering the game.

    So I thought of a cheeky perk idea that would work against camping. IDK what to call it, but essentially it would be something like this.

    "When the killer is within a sixteen metre radius of a hooked survivor, the bar depletes at a slower rate (3%/5%/10%) and every other survivor on your team who is currently not hooked gets a boost to all interaction speeds (3%/5%/10%)

    Perhaps the numbers are too strong, but that's an initial idea in mind. It will NEVER stop facecamping. But it would make the experience much shorter for everybody involved. If you're the guy on the hook, you get the small satisfaction that your teammates are likely going to be near enough ready to escape before you're even dead, or, the killer will have to move away thus giving the survivor a chance at a save.

    What do y'all think?

    Won't work, because survivors will abuse it. They already have the mechanics to stop it, pyramids cages. Have a perk that if the killer is within 15m and not in a chase for 30 seconds, the survivor will teleport to the furthest hook from the killer.

  • I had a guy that was 360ing me every time. I caught him in the open, and the way he was 360ing caused the aim dressing to lock on to where he was, and even with him right in front of me, it was pulling left. I though he was hacking, but I think it's just a glitch in the game.

  • Flashlights need to not work on such ridiculous angles and chain blinding should require starting the blind over again, not just clicking. Only changes they need.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/1347884#Comment_1347884

    Even if i accepted your numbers at face value (which I don't) you failed to even mention the polarisation between solo and swf which is VASTLY different.

    I'm tracking all of my stats. 44 kills out 64 survivors. One 4 man came from a mori, where I moried 2 players to counter a 3 toolbox gen rush. Gotten one kill from camping.

    Swf is harder to track, but I've gotten at least two 4 man swf, and three 2 man swf.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/130358/why-some-killers-think-survivors-are-op

    You must be new here, so I'll be gentle.

    Tribalism is the short answer.

    Long answer:

    Since release, killer has been buffed, survivor nerfed. This is important to understand and through examples you’ll see why that has happened. It shows you why the game has had the trajectory it has and why we are now in our current quagmire of killers that are overly buffed but killers still whining.

     

    It all started with the introduction of swf and the 2 escapes, 2 kills devs unit of metric. You don’t have to like the metric but it’s whats given the survivors all their nerfs and all the killers current buffs.

    The devs failed to understand that people would want to play with friends in an online game (serious), what we got at release was ‘lobby wars’. Where survivors would join different lobbies looking for their friends and leave if they couldn’t find them. It was horrible trying to find games. Hence why we got swf, that completely unbalanced the game by creating coordinated survivors that could communicate ingame. The devs have been nerfing survivor ever since and completely crippled solo survivor play as a result.

    Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....

    It also important to mention marketing and advertising. There’s nothing special about survivors, they are just reskins with some new perks that all play the same. THATS IT. Each killer has its own unique play style and as you see from their advertising, its always new killers they promote. Survivors get a mention, but its never really the selling point. 

    DBD reddit, back in the day was all about poking fun at survivors and giving you the impression that every second game is SWF and heavily biased against killers. Which was a lie. OP SWF games are maybe one in 30 games with most swf games being friends who are just wanting to have fun and usually end up wiping. But there was no push back, the killer echo room there would down vote anything survivor sided.

     That coupled with the points I mentioned previously meant that a lot of survivor mains left the game. Which is kind of obvious, I mean you understand the devs unit of metric sure, but you just watch nerf, after nerf, after nerf as it all gets taken away. Why would you stay for that? Its kind of miserable.

     What has this created? In short. Entitlement. Killer mains know if they whine, they get what they want. 

    THIS is the environment the devs have created and what you see on the forums.

    This is the culmination of what you observe.

    I'm a pretty decent killer. 69% kill rate against average survivor ranks of 3.7. That said, I only pip in 50% of my games, because I am so pressed for time. I got a death squad earlier tonight, one hook total.

    Trust me when I say the game is still very survivor sided. If you're not winning as survivor, it's totally on you.

  • I mostly agree with your list. Clown and leatherface scare me, most fat guys I know are incredibly strong and tough.

    Freddy would depend on circumstances, because out of the dream world, I would stomp a mudhole in him. Inside the dream world, he's basically invulnerable.

  • @Mooks said:

    SWF can be problematic, but they mostly are not. And most killers would be surprised if they really got to know who were SWF and who were not. I am getting called out for it on soloq way too often.

    The other day I played wraith on Hawkins. Second I slugged someone, they had two people healing. If I dropped them near a pallet, would always be someone there to try a save. Clearly a 4 man swf, but I still won because I was more skilled than them.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341965#Comment_1341965

    Panic is a funny thing. But again, it's a single use. Once I know you have dead hard, it'll never work against me again.

    It only works once in the open, but there is nothing you can do about it when used properly on a loop. You don't swing and they make the pallet, you do swing and they dead hard to the pallet. That's what makes it so strong and annoying.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342166#Comment_1342166

    iri head huntress isnt even that strong. 1 they have to actually hit the shot. 2 you only get to carry 1 hatchet when running that add on. and if you want more you have to run another expensive add on. 3 hillbillys chainsaw is stronger

    Man, even when I was bad with huntress, I wrecked with iri head and infantry belt. I'm bad with Billy no matter the add ons.

  • His power is way too op, and that's coming from a documented killer main. It would either have to be easily dodgeable, or have a much longer cooldown. It's iri head huntress levels of overpowered.

  • @xBEATDOWNSx said:

    Dead Hard for sure. When I play killer, I either A. Bait it out and just slap you after you use it.

    B. Swing without baiting, realize you have have it and remember for future chases.

    Dead Hard is simply not as effective as people make it out to be.

    Then you're clearly not going against people that know how to use it. It's devastating on loops. For me, nurse calling. I rarely find a use for it.

  • Bills are the easiest for me to kill. Usually cocky and easy to find. I've never once died to a nurse player. I don't think I've even been hooked by a nurse player. I know her weaknesses too well and can waste so much of her time.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341013#Comment_1341013

    All this proves to me is that killer perks are underpowered, which is absolutely ridiculous given it's a 4 v 1 with no recovery on the killers side.

    I agree. Both sides need to be either weak or strong.

  • The problem is not with strong perks, but how they synergize and how many second chances they offer. Look at killer. Pop and surge don't work together. Spirit fury and enduring are useless without the other. Blocked gens stop regressing. Overcharge doesn't force you to stay at the gen. Forever Freddy and legion were removed.

    Dead hard can be reused, but haunted is only good for 60 seconds. Bt has no cool down, but thrilling does. Adrenaline is an exhaustion perk that ignores exhaustion rules.

    If these new perks become the meta, it's because they will synergize.

  • @FablPlayz said:

    Am I the only one having problems with nurses lunge on PS4? I wouldn't say i'm a bad nurse, i land most of my blinks, but when i'm not directly behind the survivor the lunge doesn't hit

    Her post blink lunge is .333 meters shorter than other killers. It messes me up too, because my muscle memory is on a 6 meter lunge.

  • @Erk said:

    So, this is pretty common. A killer camps a survivor so he can guarantee at least 1 kill. I thought this was not wrong and I got camped like this quite a lot. I still thought this was OK since the killer doesn't want to depip, which makes sense. Then I watched an Otzdarva video in which he played Wraith. All the gens were done and he had 1 person on hook. Instead of camping, he continued playing normally and because of that, he got a 4K. This really changed my mind. I don't think camping for 1k isn't wrong but if you do it, you might just waste a 4K.

    Not every killer is otz, but yeah it can be smart to keep playing. Can be smart to camp too.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339008#Comment_1339008

    Torment> Hook > Cage > Hook to tunnel as if DS/BT don't exist will make a lot of people mad once it's common.

    Or the devs will have unhook remove torment guess we will see.

    Basically. I think Torment does get removed when you're unhooked. My way will be hook, cage, immediate tunnel into hook. Of course I won't do this every time, but being toxic to PH will be a bad idea.

  • @MyersxKate said:

    Trapper requires galaxy brain to play. Since most people aren't like that he's one of the worst killers in the game

    Pyramid Head will be mid tier due how many handicaps he has

    Pyramid head is going to be strong, but you're going to have to play him like a scumbag.

    I already know how I'm going to play and survivors aren't going to like it. I predict a whole lot salt about him.

  • Nurse is actually a c tier killer. She has no map pressure, is easily juked, chock full of bugs, and has the worst add ons in the game.

  • I read. Gone through two neverwinter nights novels, and I'm working on the third.

  • @Dzeikor said:

    The game and haddonfield are such poorly designed maps none of the sides like and enjoy playing on them,the game is a really killer sided map,and even for the killer is an unfun map to play,haddonfield is an extremely survivor sided map that's boring for survivor and abysmall for killer,I dont think indoor maps only should have ever been a thing in dbd,the closest should have been the new Silent Hill dlc map,that has both indoor and outdoors.I legit think they should disable these 2 maps along with hawkins laboratory until they properly balance them.

    I don't understand the hate behind haddonfield and Hawkins. I do ok on haddonfield as killer, it could use a couple of tweaks to the fences, but overall, it's not terrible.

    Now the badham maps on the other hand, I hate them worse than Ormond. You've got an incredibly powerful central building with two God pallets, long fences, the house of pain with two God pallets, the killer shack, a house with a powerful window, and numerous safe pallets around cars.

  • @brokedownpalace You're antagonistic and don't read. Not even going to bother shooting holes in your argument, since nothing you said is relevant to what I posted.

  • @Huff In the sense that you're competing against other players, yes, Mario party is competitive. It's actually close to dbd, some all seeing bad guy controlling everything, repetitive, yet addicting gameplay, and frustrating as all heck at times.

    Red ranks are exceptional on my region. What is the reward of dbd if it's not rank?

  • @Lazerboy88 That's a bad argument. In my region, the red rank players are high skill all the time. If you're encountering bad red rank survivors, it's because they are being unjustly rewarded.

    @JustCats I don't care if I don't get the 4k. What bothers me is out playing someone and not being rewarded for doing so. Some unseen rule set is changing the win condition.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336859#Comment_1336859

    So with devour hope youre lowering the total number of hits and hooks you get which can impact your pips. Maybe thats it 🤷‍♂️

    Yet another problem. It's a high risk, high reward perk that punishes killer for using it. It would be like dead hard counting as a lost chase.

  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336825#Comment_1336825

    Good point. What if you just add another gen or two to the map so it becomes 4 or 5 gen instead of 3? Even just slowing down gen repair early game still leaves the incentive for killers to get an early kill, it just makes it easier for them to get it and/or potentially start snowballing. I'm thinking of a way to give incentives for just chasing in general, for killers, other than getting a down.

    Right now a chase is win/win for survivors and win/lose for killers, and that's where I think a lot of the issues come from. Just making changes based on the survivability of survivors seems like it won't fix the fundamental issue.

    That's what made ruin so perfect, and their decision to change it so incredibly stupid. It bought you time, but you knew that time was limited, so tunneling or camping was a bad idea. If they wanted to change it, they should have just made it a timer.

    My whole hangup on the timer is that it wouldn't do anything for killer. Any match that goes 15 minutes is already going to swing in killer favor.

    How you make chases more rewarding is to make it where committing to one doesn't cost you the game. As killer, you can literally make a game ending mistake in 80 seconds. To do that, you either need to increase gen times, or make it so you can't chain loops together.

  • @Peanits said:

    A few things to note:

    1. The game does not use the colour of your rank for matchmaking, it's based on the actual number. It's normal for a rank 6 to get rank 4 teammates/opponents, they're only two ranks away. Even at rank 7, rank 1 is still within the acceptable 6 rank range for matchmaking.
    2. You seem to have lumped in draws and losses together, but you haven't done the same for draws and wins.

    The second one in particular seems to be the issue. You're counting a draw as a loss when it's really not, it's a draw. You neither ranked up nor down, you're staying right where you are. It sounds to me like it's more a perception issue in this case: You're doing well and you're winning about half your matches, and as a result, you rank isn't increasing higher than it should (or dropping any further and giving you easier matches).

    I would strongly advise against using rank as a measuring stick. You don't need to be rank 1, not everyone should be rank 1. It's a number used for matchmaking, it's not something that everyone is expected to do.

    There can be a huge difference in skill in 6 ranks. On one hand, if I am performing well against those ranks, I should be that rank. If I'm not, then I shouldn't be playing them.

    Every game with a grind has some kind of reward. Diablo keeps you grinding with the hope of better gear. Ranking is the only reward dbd has. Bloodpoints aren't a reward, gameplay alone is too repetitive to be rewarding. That leaves rank. Every game has a win condition, but y'all don't have one.

    I lumped them together because a draw is a loss. At least one or two survivors will pip on a killer draw, so they win.

    @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336794#Comment_1336794

    Alright im gonna ask but just know im not judging. Are you camping a lot? If youre typically getting 3 kills a game and not pipping theres something in your gameplay thats causing you to get less hooks/hits than normal. Idc if you are camping, its whatever, but that could explain it 🤷‍♂️

    If teams legit gen rush and you dont find a way to stop it they will depip or safety, theyll get ######### bps too. This is why you see a lot of "bullying." The survivors get a comfortable lead and think "######### i need chase time with the killer" or "i have nothing in altruism" so they go looking to pick a fight for those bps.

    I camped twice, both times at the end of the match and both times were depips. The brutal games were a 3k devour hope wraith against a 4 man swf. A 3k as hag with noed, got em right at the end with basement. And a completely average 2k with meyers.

    The wraith match was the most irritating, because I lost due to their coordination on gens and healing.

  • @JustCats said:

    Survivors start the game with pressure on the killer. As the game goes on, survivors increase that pressure on the killer, unless the killer can quickly remove survivors from the game. That's what leads to both tunneling and camping (real or perceived) as well as complaints about second chance perks (counter-able or not). The game is about whether the killer can get a quick and easy kill before 3 gens pop or not. If the killer can, there's still something of a game. If not, it's near auto-win for the survivors unless they seriously misplay.

    So this is my idea that I've been kicking around for a bit and I am genuinely curious what people think. The actual values are not something I am proposing just a general principle.

    Equalize the pressure:

    1. An Entity timer starts at the beginning of the match for the generators to be completed. Reasonably generous, but not infinite. Similar to the timer when the gates open - if you're still in the trial when the timer expires, poof. Fewer points are awarded to the killer for Entity sacrifices than killer sacrifices. Both killer and survivors receive Entity sac points as an "evenly matched" bonus.
    2. The timer extends when a survivor is sacrificed - losing a teammate gives you more time.
    3. A Hex: Ruin type effect exists on all generators. Regression (to some degree) is the default state.
    4. Gen repair speeds with one person repairing are slightly reduced. Gen repair speeds with multiple survivors are slightly increased. Gen repair speeds in general slow down slightly with each completed generator, but increase with each sacrificed survivor.
    5. Downed survivors are able to heal as they crawl at a slower rate, but are all able to heal back to injured without requiring a teammate.
    6. Both doors automatically open after the last gen is completed.
    7. BBQ is a default killer ability. DH and self care are default survivor abilities.

    What this does:

    1. It provides an incentive for killers to roam to push survivors off generators and also to chase, without incentivizing the killer to tunnel or camp during and after the chase. For the killer, quick kills become less valuable, chases that only injure become more valuable. For the survivor, chases have higher stakes (the time wasted is also theirs) actually escaping earns more value.
    2. It encourages more teamplay from survivors without penalizing teams with random potatoes too much.
    3. It encourages more strategic thinking from survivors - when/if to heal, which generators to do, etc.
    4. It reduces the advantage the killer gets for reducing survivor numbers.
    5. It gives the killer more paths to a satisfying game than just getting as many kills as possible.
    6. It makes survivors less safe without making them more killable.

    They seem like realistic changes (in the sense that they're generally possible, not in the sense that they're likely) and while they might seem like killer buffs on the face of it I think that's because right now the survivor role only faces pressure from the killer, while the killer faces pressure from both the survivors and the game.

    Thoughts?

    I don't like it. The timer would have to be at least 15 minutes base, or a killer like Billy would be unstoppable. You wouldn't have to chase survivors, just find a 3 gen and run out the clock.

    Ruin had this game as close to balanced as I've seen, it bought you time in the early game. All they need to do is slow down the early game a bit, make it feel like you're not at the mercy of survivors for time, and the game will be about perfect.

1 … 9 10 11 12 13 … 18